Mighty embodiments of the darkest of mortal emotions and compulsions, the Chaos Gods reside outside of reality. They are eternal beings of near limitless power, abominations who seek to corrupt all they survey. Constantly warring with each other, these deities vie for mastery over the Mortal Realms. In these conflicts there is one who most often stands ascendant.

This page contains all of the rules you need to field your Khorne miniatures on the battlefields of the Mortal Realms, from a host of exciting allegiance abilities to a range of warscrolls and warscroll battalions. The rules are split into the following sections.


Books

BookKindEditionVersionLast update
  Blades of Khorne
  Blades of KhorneBattletome21.3August 2021
  General’s Handbook ’2021
  General’s Handbook ’2021Expansion31.0September 2021
  Soul Wars: Wrath of the Everchosen
  Soul Wars: Wrath of the EverchosenExpansion21.3August 2021
  Compendium: Monstrous Arcanum
  Compendium: Monstrous ArcanumExpansion3August 2021
  Warhammer Legends: Monstrous Arcanum
  Warhammer Legends: Monstrous ArcanumExpansion3August 2021

Designers’ Commentary

Battletome: Blades of Khorne

Q:Can I take a DAEMON as the general of a Goretide Slaughterhost, or a MORTAL as the general of a Bloodlords Slaughterhost?
A:
Yes.
Q:When I spend Blood Tithe points at the end of my movement phase to Summon Daemons of Khorne, can I only summon 1 unit?
A:
Yes.
Q:The Rage Unbound ability for the Bloodthirster of Insensate Rage has the same effect as the Locus of Fury ability. Should the Rage Unbound ability be changed?
A:
No. It allows the Bloodthirster of Insensate Rage to re-roll hit rolls of 1 when it charges even if the Blades of Khorne allegiance abilities are not being used (e.g. when it is taken as an ally).
Q:Was it intended for Karanak not to be a Leader?
A:
Yes.
Q:Is the DAEMON keyword missing from the Valkia the Bloody and Mighty Skullcrushers warscrolls?
A:
No, it was omitted deliberately.
Q:The Legions of Chaos rule states ‘2 in every 4 units in the army can be a coalition unit from the Slaves to Darkness faction that has the MARK OF CHAOS keyword’. Can I include units from the Slaves to Darkness faction that already have the relevant Chaos God keyword (KHORNE, NURGLE, SLAANESH or TZEENTCH) for my army but do not have the MARK OF CHAOS keyword as coalition units?
A:
No.

Allies

CHAOSALLIES
Blades of KhorneMaggotkin of Nurgle, Slaves to Darkness (excluding units that can or must be given a Mark of Chaos)

Battle Traits

Blood for the Blood God!

Khorne's warriors receive divine rewards from their master when blood is shed; whether the sacrifice is theirs or that of their foes matters not.

You can receive rewards from the Blood Tithe Rewards Table below by using Blood Tithe points. You receive 1 Blood Tithe point each time a unit is destroyed.

At the start of the hero phase, you can use 1 or more Blood Tithe points to receive 1 reward from the Blood Tithe Rewards table below. Immediately carry out that reward’s effect. Each reward costs a number of points, as shown on the Blood Tithe Rewards table, and you can only receive a reward if you have enough Blood Tithe points to pay its cost. Note that Blood Tithe points can be spent to receive the Spelleater Curse reward at any point during the hero phase, instead of at the start of the hero phase.

If you choose a reward, after resolving its effects your Blood Tithe points total is reset to zero.

BLOOD TITHE REWARDS TABLE
PTSREWARD
1

Bloody Exemplar

Khorne’s armies are rife with aspiring warlords eager to win the blessings of their rageful god.

You receive 1 command point.

2

Spelleater Curse

Beneath Khorne’s hateful gaze, even the most experienced of spellcasters feel their powers wane.

Choose this reward immediately after a WIZARD has cast a spell anywhere on the battlefield, before any attempts to unbind that spell are made. That spell is not successfully cast.

3

Murderlust

All servants of Khorne feel the urge to kill, but when prey is near the impulse becomes all-consuming.

Pick 1 friendly KHORNE unit; that unit can make a normal move. If it is within 12" of an enemy model, it can either make a normal move or attempt to make a charge move.

4

Apoplectic Frenzy

Lashing out like a barbed whip, the Blood God’s favoured leap at the foe with terrible ferocity.

Pick 1 friendly KHORNE unit within 3" of an enemy unit. That KHORNE unit can make a pile-in move and then attack with all of the melee weapons it is armed with.

5

Brass Skull Meteor

A vast brass skull comes crashing down to obliterate all in its path.

Pick 1 unit anywhere on the battlefield; that unit suffers D3 mortal wounds. In addition, roll a dice for each unit within 8" of that unit; on a 3+ the unit being rolled for suffers 1 mortal wound. On a 6, the unit being rolled for suffers D3 mortal wounds instead.

6

Relentless Fury

Khorne’s devotees look for a final kill even in their death throes.

Until your next hero phase, each time a friendly KHORNE model is slain in the combat phase, before the model is removed from play, it can make a pile-in move and then attack with all of the melee weapons it is armed with.

7

Crimson Rain

Khorne showers his followers in the invigorating gore of the slain.

You can choose this reward once per battle. Immediately after you do so, and at the start of each of your subsequent hero phases, you can heal up to D3 wounds allocated to each friendly KHORNE unit on the battlefield.

8

Slaughter Triumphant

Reality convulses as Khorne’s terrible rage floods the battlefield.

You can choose this reward once per battle. After you do so, if the unmodified hit roll for an attack made with a melee weapon by a friendly KHORNE unit is 6, that attack scores 2 hits on the target instead of 1. Make a wound and save roll for each hit.


Slaughterhosts

The names and deeds of the most infamous of Khorne's Bloodbound Warhordes and Blood Legions are known across the Mortal Realms. Each of these hosts wage war in their own uniquely terrifying and savage ways.

If your army is a Blades of Khorne army, you can give it a Slaughterhost keyword. All Khorne units in your army gain that keyword. If a model already has a Slaughterhost keyword, it cannot gain another one, but this does not prevent other units in your army from having a different Slaughterhost keyword. You can either choose one of the Slaughterhosts listed below, or choose another Slaughterhost you have read about or created yourself. If you choose one from the list below, all units with that keyword benefit from the extra abilities listed for that Slaughterhost on the page indicated. If you choose a different Slaughterhost, simply pick the Slaughterhost that most closely matches the nature of your own.

REAPERS OF VENGEANCE
BLOODLORDS
GORETIDE
SKULLFIEND TRIBE

Locus of Fury

The most powerful of the Lord of Battle's daemons act as conduits to his hellish domain in the Realm of Chaos. The rageful energies that radiate from these champions rouse all entities born of that dread place to acts of unparalleled savagery.

You can re-roll hit rolls of 1 for attacks made by friendly KHORNE DAEMON units while they are wholly within 12" of any friendly KHORNE DAEMON HEROES, or wholly within 16" of any friendly KHORNE GREATER DAEMONS.

Summon Daemons of Khorne

As the battlefield becomes increasingly drenched in the blood of the fallen, and the skulls of worthy combatants pile up in gory tribute, reality itself is torn asunder. From these ragged wounds the daemons of Khorne pour forth into the Mortal Realms, a red tidal wave of slaughter, ferocity and seething rage.

You can summon units of KHORNE DAEMONS to the battlefield by expending Blood Tithe points.

If you have 2 or more Blood Tithe points at the end of your movement phase, you can summon one unit from the list below onto the battlefield, and add it to your army. Each unit you summon costs a number of Blood Tithe points, as shown on the list, and you can only summon a unit if you have enough Blood Tithe points to pay its cost. If you summon a unit in this manner, your Blood Tithe points total is reset to zero immediately after the unit has been set up (you cannot save any Blood Tithe points you did not use). Units summoned in this way must be set up wholly within 12" of a friendly KHORNE HERO or Skull Altar and more than 9" from any enemy units.


* If your army includes an Exalted Greater Daemon of Khorne, the maximum number of Blood Tithe Points you can have is 16 instead of 8.

Adding Models to a Unit
A number of abilities in this book allow you to add models to a unit. When you do so, set up the models one at a time, within 1" of a model from the unit they are being added to (this can be a model you returned to the unit earlier in the same phase). The models you add to a unit can only be set up within 3" of an enemy unit if one or more models from the unit they are returning to are already within 3" of that enemy unit.

Legions of Chaos

When an army dedicated to one of the Chaos Gods marches to war, it is often accompanied by hordes of Slaves to Darkness, snarling herds of beast-kin and other corrupted beings with similar goals.

A Blades of Khorne army can include coalition units (see below) as follows:
  • 2 in every 4 units in the army can be a coalition unit from the Slaves to Darkness faction that has the MARK OF CHAOS keyword. Those units must be given the KHORNE Mark of Chaos keyword.
  • 1 in every 4 units in the army can be a coalition unit from the Beasts of Chaos faction. Those units gain the KHORNE keyword.
A Blades of Khorne army cannot include coalition units with the SLAANESH, TZEENTCH or WIZARD keyword.

COALITION UNITS
Coalition units do not count towards the number of Battleline units in your army. However, they do count towards the maximum number of Leader, Behemoth and Artillery units in your army. Coalition units cannot be generals. In addition, Coalition units are ignored when determining if the units in your army are from a single faction.

Designer’s Note: Coalition units are not allied units, so the limitations that apply to allied units do not apply to them. This means that coalition units can be given one of your army’s enhancements, as long as they have the correct keywords or are of the correct unit type needed to receive it.

Hosts of Chaos

This section includes new allegiance abilities available to a Chaos army on the battlefield.

When you choose a Blades of Khorne army you can say that it will be a Hosts of Chaos army. If you do so, you must give it a Host of Chaos keyword from the list below. All units in that army gain that keyword, and you can use the allegiance abilities listed for that Host of Chaos. If a model already has a Host of Chaos keyword on its warscroll, it cannot gain another one. This does not preclude you from including the unit in your army, but you cannot use the allegiance abilities for its Host of Chaos.

FLAYED
BALEFUL LORDS

If a model already has a Host of Chaos keyword on its warscroll, it cannot gain another one. This does not preclude you from including the unit in your army, but you cannot use the allegiance abilities for its Host of Chaos.


Command Traits

Khorne Mortals

KHORNE MORTAL HERO only.

D6COMMAND TRAIT
1

Arch-slaughterer

Drenched in the blood of heroes, this lord calls on Khorne for recognition.

Each time an attack made by this general with a melee weapon slays an enemy HERO or MONSTER, you receive 2 Blood Tithe points instead of 1.

2

Unrivalled Battle-lust

To some, slaughter is a potent wine to be imbibed without restraint.

At the end of your opponent’s charge phase, if this general is within 12" of any enemy units (but not within 3" of any enemy units), you can attempt to make a charge move with this general.

3

Slaughterborn

Ceaseless war has honed this champion's battle-craft.

You can re-roll hit rolls for attacks made with melee weapons by this general.

4

Hungry for Glory

Khorne smiles upon all bloodletting, but his greatest champions strive to honour him by claiming the mightiest of skulls.

You can re-roll hit and wound rolls for attacks made by this general that target an enemy HERO or MONSTER.

5

Berserker Lord

So battle-crazed is this general that they fight on through even grievous wounds.

Roll a dice each time you allocate a wound or mortal wound to this general. On a 5+ that wound or mortal wound is negated.

6

Violent Urgency

Khorne’s warriors follow this champion into the fray with a bloodlust that cannot be tempered.

You can re-roll charge rolls for friendly KHORNE units that are wholly within 12" of this general when the charge roll is made.


Khorne Bloodbound

BLOODBOUND HERO only.

D6COMMAND TRAIT
1

Arch-slaughterer

The greater the foe, the more richly Khorne rewards their destruction.

Each time an attack made by this general with a melee weapon slays an enemy HERO or MONSTER, you receive 2 Blood Tithe points instead of 1.

2

Unrivalled Battle-lust

This fighter seizes every chance to spill blood.

At the end of your opponent’s charge phase, if this general is within 12" of any enemy units (but not within 3" of any enemy units), you can attempt to make a charge move with this general.

3

Slaughterborn

Every swing of this warlord’s thirsty blade is a vision of murder.

You can re-roll hit rolls for attacks made with melee weapons by this general.

4

Mark of the Cannibal

The devouring of the slain sustains this Khornate champion.

At the end of the combat phase, if any enemy models were slain by this general’s attacks in that combat phase, you can heal 1 wound allocated to this general.

5

Bloodsworn

With murderous oaths this warrior stokes fires in the hearts of the Bloodbound.

While friendly KHORNE MORTAL units are wholly within 16" of this general, they can use this general’s Bravery characteristic instead of their own.

6

Disciple of Khorne

This champion’s assaults have won many skulls for the Blood God’s throne.

Add 2 to the Attacks characteristic of this general's melee weapons.


Khorne Daemons

KHORNE DAEMON HERO only.

D6COMMAND TRAIT
1

Arch-slaughterer

Khorne’s foremost daemons are more than a match for enemy champions.

Each time an attack made by this general with a melee weapon slays an enemy HERO of MONSTER, you receive 2 Blood Tithe points instead of 1.

2

Unrivalled Battle-lust

Overflowing with rage and a desire to slaughter, this daemonic champion pounces eagerly when prey is near.

At the end of your opponent’s charge phase, if this general is within 12" of any enemy units (but not within 3" of any enemy units), you can attempt to make a charge move with this general.

3

Slaughterborn

This daemon's combat prowess is terrible to behold, each of its blows striking true.

You can re-roll hit rolls for attacks made with melee weapons by this general.

4

Rage Unchained

Few can withstand this daemon’s frenzied onslaught.

Add 1 to the Attacks characteristic of this general’s melee weapons.

5

Aspect of Death

Enemies quake with fear as this daemon cuts a bloody path through their ranks.

If an enemy unit fails a battleshock test within 8" of this general, add D3 to the number of models that flee.

6

Devastating Blow

With the spilling of blood, Khorne’s fury erupts from this general’s blade.

If the unmodified wound roll for an attack made with a melee weapon by this general is 6, that attack inflicts a number of mortal wounds on the target equal to that melee weapon’s Damage characteristic and the attack sequence ends (do not make a wound or save roll).



Artefacts of Power

Murderous Artefacts

KHORNE MORTAL HERO only.

D6ARTEFACT OF POWER
1

Heart Seeker

Drawn to its victim, the daemon within this weapon guides its wielder's hand.

Pick 1 of the bearer’s melee weapons. You can re-roll wound rolls for attacks made with that weapon.

2

Collar of Contempt

This brutal carcanet wards its wearer from magic.

The bearer can attempt to unbind one spell in the enemy hero phase in the same manner as a WIZARD. In addition, the bearer can attempt to dispel one endless spell at the start of your hero phase in the same manner as a WIZARD.

3

Blood Drinker

When drenched in blood, this blade fills its wielder with unholy vigour.

Pick 1 of the bearer’s melee weapons. At the end of the combat phase, if any attacks made by that weapon caused a wound or mortal wound to be allocated to an enemy unit that was not negated, you can heal up to D3 wounds allocated to the bearer.

4

Gorecleaver

The scent of flesh causes the everhungry entity in this blade to lash out, biting through armour and skin to feed.

Pick 1 of the bearer’s melee weapons. Improve the Rend characteristic of that weapon by 1. In addition, if the unmodified wound roll for an attack made with that weapon is 6, double the Damage characteristic for that attack.

5

The Crimson Plate

This ancient armour bestows Khorne’s protection upon its wearer, provided it is burnished daily with the blood of champions.

You can re-roll save rolls of 1 for attacks that target the bearer.

6

Blood Rune

When this flesh-carved sigil glows red with hellfire, Khorne is pleased with the offerings of worthy blood made by the bearer.

Each time an attack made by the bearer with a melee weapon slays an enemy HERO or MONSTER, you receive 1 additional Blood Tithe point.


Banners of Khorne

BLOODBOUND HERO WITH TOTEM only.

D3ARTEFACT OF POWER
1

Banner of Rage

Few escape the unnatural fury of those gathered under this daemonic banner.

You can re-roll hit rolls of 1 for attacks made with melee weapons by friendly KHORNE units that are wholly within 12" of the bearer.

2

Banner of Wrath

As this banner tears the veil, Khorne’s wrath erupts to strike his foes.

At the start of the combat phase, roll a dice for each enemy unit within 8" of the bearer. On a 4+, that unit suffers D3 mortal wounds.

3

Banner of Blood

The bloodscent of this banner drives the followers of Khorne into a frenzy.

You can re-roll charge rolls for friendly KHORNE units that are wholly within 12" of the bearer when the charge roll is made.


Trophies of War

BLOODBOUND HERO only.

D6ARTEFACT OF POWER
1

Skull-helm of Khorne

Those who behold this grim visage are filled with fear of the Blood God.

Subtract 2 from the Bravery characteristic of enemy units while they are within 8" of the bearer.

2

Blood-forged Armour

This armour was wrought in daemon forges and tempered in blood.

Roll a dice each time you allocate a mortal wound to the bearer. On a 5+ that mortal wound is negated.

3

Brazen Rune

Etched into flesh, this rune provides unholy protection to Khorne’s faithful.

Roll a dice each time you allocate a wound or mortal wound to the bearer that was inflicted by a spell. On a 2+ that wound or mortal wound is negated. In addition, once per battle, the bearer can attempt to unbind 1 spell in the enemy hero phase in the same manner as a WIZARD or attempt to dispel one endless spell at the start of your hero phase in the same manner as a WIZARD.

4

Blade of Endless Bloodshed

Blood flows impossibly fast from the gaping wounds inflicted by this weapon.

Pick 1 of the bearer’s melee weapons. Improve the Rend characteristic of that weapon by 1.

5

Mark of the Destroyer

Those emblazoned with this mark fear nothing; nothing, that is, save for the Blood God’s wrath should they fail to slay any foes who come within their reach.

Pick 1 of the bearer’s melee weapons. Add 2 to the Attacks characteristic of that weapon.

6

Talisman of Burning Blood

Like an iron poker, this amulet stokes the fire of rage in its wearer.

Add 1 to run rolls for friendly KHORNE units wholly within 12" of the bearer when the run roll is made. In addition, add 1 to charge rolls for friendly KHORNE units wholly within 12" of the bearer when the charge roll is made.


Daemonic Weapons

KHORNE DAEMON HERO only.

D6ARTEFACT OF POWER
1

Ar’gath, the King of Blades

This daemonic blade hungers for the flesh of champions.

Pick 1 of the bearer’s melee weapons. Change the To Hit characteristic of that weapon for attacks that target a HERO to 2+.

2

Deathdealer

Like a reaper’s scythe, this blade severs the life force of its victims.

Pick 1 of the bearer’s melee weapons. Improve the Rend characteristic of that weapon by 1.

3

Khartoth the Bloodhunger

Imbued with Khorne’s fury, this blade can rend time itself.

At the start of the combat phase roll a dice. On a 4+ the bearer fights at the start of the combat phase, before the players pick any other units to fight in that combat phase. The bearer cannot fight again in that combat phase unless an ability or spell allows it to fight more than once.

4

Hellfire Blade

Forged from magma, this volcanic blade burns through flesh with ease.

Pick 1 of the bearer’s melee weapons. If the unmodified wound roll for an attack made with that weapon is 6, that attack inflicts 1 mortal wound on the target in addition to any normal damage.

5

Harvester of Skulls

Whether willed to by its bearer or not, this weapon seeks skulls for Khorne.

Pick 1 of the bearer’s melee weapons. Add 1 to the Attacks characteristic of that weapon.

6

Foe’s Bane

This weapon was crafted by the Bloodlords to claim the most skulls for the Lord of Battle.

Pick 1 of the bearer’s melee weapons. Once per turn, you can re-roll 1 failed hit roll or 1 failed wound roll for an attack made with that weapon.


Daemonic Adornments

KHORNE DAEMON HERO only.

D6ARTEFACT OF POWER
1

The Crimson Crown

With every civilisation its wearer topples, this crown grows a new bloody spike.

Once per battle round, the bearer can use a command ability on their warscroll without a command point being spent.

2

Armour of Scorn

Charged with daemonic spite, this armour turns aside blows.

Roll a dice each time you allocate a wound or mortal wound to the bearer. Add 2 to the roll if that wound or mortal wound was caused by a spell. On a 6+ that wound or mortal wound is negated.

3

Mark of the Bloodreaper

Khorne’s baleful gaze never wanders from the bearer of this brutal rune.

You can re-roll save rolls of 1 for attacks that target the bearer.

4

Collar of Khorne

Possessed of Khorne’s contempt, this brass collar devours magic.

The bearer can attempt to unbind one spell in the enemy hero phase in the same manner as a WIZARD. In addition, the bearer can attempt to dispel one endless spell at the start of your hero phase in the same manner as a WIZARD.

5

Crimson Soulstone

Stored within are souls harvested for Khorne.

Each time an attack made by the bearer with a melee weapon slays an enemy HERO or MONSTER, you can heal up to D3 wounds allocated to the bearer.

6

Mark of the Slayer

The bearer of this mark becomes the locus of Khorne’s bloodlust.

You can re-roll hit rolls of 1 for attacks made with melee weapons by friendly KHORNE units wholly within 12" of the bearer.



Judgements of Khorne

When the necroquake shook the foundations of the Mortal Realms, the barriers between the aether and the Mortal Realms were weakened. For practitioners of magic, this meant more eldritch powers were within their reach; for the followers of Khorne, who disdain the arcane, it meant they could more easily draw manifestations of the Blood God’s judgements from the Realm of Chaos and send them crashing down upon their enemies.

Judgements of Khorne use the rules for invocations (core rules, 20.3).

Prayer Scriptures

D6PRAYER
1

Blood Sacrifice

Prayers to Khorne are always answered with calls for blood, and he cares not from whence the blood flows.

Blood Sacrifice has an answer value of 4 and a range of 8". If answered, pick 1 friendly KHORNE unit wholly within range of the chanter that is visible to them. That unit suffers D3 mortal wounds and you receive 1 Blood Tithe point.

2

Brazen Fury

As blood pumps with daemonic fury, Khorne’s rage fills the mind and washes away all thoughts and fears.

Brazen Fury has an answer value of 4 and a range of 16". If answered, pick 1 friendly KHORNE unit wholly within range of the chanter that is visible to them. Do not take battleshock tests for that unit until the start of your next hero phase.

3

Bronzed Flesh

With searing heat, the skin of Khorne’s devotees blisters and hardens to become like the hide of a Juggernaut.

Bronzed Flesh has an answer value of 4 and a range of 16". If answered, pick 1 friendly KHORNE unit wholly within range of the chanter that is visible to them. Add 1 to save rolls for attacks that target that unit until the start of your next hero phase.

4

Killing Frenzy

Flooded with visions of glory and bloodshed, warriors hack and hew with brutal fervour.

Killing Frenzy has an answer value of 4 and a range of 16". If answered, pick 1 friendly KHORNE unit wholly within range of the chanter that is visible to them. Add 1 to hit rolls for attacks made by that unit until the start of your next hero phase.

5

Resanguination

Priests know that a man killed will bleed for a moment; a man who keeps killing will shed blood for a lifetime.

Resanguination has an answer value of 4 and a range of 16". If answered, pick 1 friendly KHORNE unit wholly within range of the chanter that is visible to them. You can heal up to D3 wounds allocated to that unit.

6

Spellbane Hex

The anger of the Blood God pours out of the priest, clotting the flows of magic on the battlefield.

Spellbane Hex has an answer value of 4 and a range of 16". If answered, you can pick 1 endless spell within range of the chanter. That endless spell is dispelled.


Slaughterhosts

These rules can be used by units in a Blades of Khorne army that have been given the appropriate keyword (see the Slaughterhosts Battle Trait).

Reapers of Vengeance

The Reapers of Vengeance are a scything axe of destruction, a legion sent to wreak havoc upon those who have drawn the Blood God's vindictive gaze. Armies that win through wizardry or craven tactics, and even those who seek fight to bring about a lasting peace, have all met the same grisly end upon the blades of the Reapers.

ABILITIES
Devour the Craven: The vindictive Reapers of Vengeance ever thirst for the blood of the cowardly.
If an enemy unit fails a battleshock test within 3" of any friendly REAPERS OF VENGEANCE DAEMON units, add D3 to the number of models that flee.

COMMAND ABILITY
Leave None Alive: With a chorus of bestial howls, the Reapers of Vengeance tear their foes apart.
You can use this command ability at the start of the combat phase. If you do so, pick 1 friendly REAPERS OF VENGEANCE DAEMON unit wholly within 8" of a friendly DAEMON model with this command ability. After that unit has fought in the combat phase for the first time, if it is within 3" of an enemy unit it can immediately make a pile-in move and then attack with all of the melee weapons it is armed with for a second time.

COMMAND TRAIT
A REAPERS OF VENGEANCE general must have this command trait instead of one listed in Command Traits section.

Mage Eater: Khorne uses this daemon as a weapon in his ceaseless war upon the arcane.
This general can attempt to unbind one spell in the enemy hero phase in the same manner as a WIZARD. In addition, if this general attempts to unbind a spell and the unmodified unbinding roll is 8, that spell is successfully unbound and the caster suffers D6 mortal wounds. If this general can already unbind spells, they can attempt to unbind 1 extra spell in the enemy hero phase (only the first unbinding roll in the phase can inflict mortal wounds). If this general can already unbind spells, they can attempt to unbind 1 extra spell in the enemy hero phase (only the first unbinding roll in the phase can cause mortal wounds).

ARTEFACT OF POWER
The first REAPERS OF VENGEANCE HERO to receive an artefact of power must be given the Skullshard Mantle.

Skullshard Mantle: Adorned with shards from the Skull Throne, this daemon is near immune to magic.
Each time the bearer is affected by a spell or endless spell, you can roll a dice. If you do so, on a 2+ ignore the effects of that spell on the bearer.

The Bloodlords

They are the slayers of heroes, the vanquishers of the unbeatable foe, the flame-anointed bringers of doom. There is no other daemon legion quite like them, for the Bloodlords are held highest in Khorne's favour. As such, the Bloodlords are constantly striving for noteworthy kills in order to maintain their glorious status.

ABILITIES
Slay the Mighty: The Bloodlords rarely stain their hellblades with unworthy blood, as only the greatest foes make fitting sacrifices for their exacting masters.
You can re-roll wound rolls of 1 for attacks made by friendly BLOODLORDS DAEMON units that target a HERO or MONSTER.

COMMAND ABILITY
First in His Sight: Of all Khorne’s daemon legions the Bloodlords are highest in his favour, and the inferno of his rage burns hot in their immortal veins.
You can use this command ability at the start of the hero phase. If you do so, pick a friendly model with this command ability. You can heal 1 wound allocated to each friendly BLOODLORDS DAEMON unit wholly within 16" of that model.

COMMAND TRAIT
A BLOODLORDS general must have this command trait instead of one listed in Command Traits section.

Slaughterer’s Thirst: Nothing will stall this daemon’s murderous advance.
Add 4" to the Move characteristic of this general. In addition, you can re-roll charge rolls for this general.

ARTEFACT OF POWER
The first BLOODLORDS HERO to receive an artefact of power must be given the Halo of Blood.

Halo of Blood: A corona of crimson light glares above this daemon’s horned head, marking them out as a true lord of war.
The bearer fights at the start of the combat phase, before the players pick any other units to fight in that combat phase. The bearer cannot fight again in that combat phase unless an ability or spell allows it to fight more than once.

The Goretide

The mere mention of the Goretide is enough to strike fear into the hearts of even the most valiant warriors. Led by their dreaded warlord Korghos Khul, conqueror of a thousand empires, the blood-drunk killers have cut a gory path across the whole of Aqshy. Where the Goretide march, carnage and slaughter abound.

ABILITIES
Tireless Conquerors: Entire empires have crumbled beneath the relentless campaigns of the Goretide.
You can re-roll wound rolls of 1 for attacks made with melee weapons by friendly GORETIDE MORTAL units wholly within 12" of an objective marker.

COMMAND ABILITY
Ever Onwards: At a barked command, the Goretide’s battle line advances with startling rapidity to spill the blood of the foe.
You can use this command ability before you make a run roll for 1 friendly GORETIDE BLOODREAVERS or GORETIDE BLOOD WARRIORS unit wholly within 16" of a friendly model with this command ability. If you do so, that run roll is treated as being 6. In addition, that unit can run and still charge later in the same turn.

COMMAND TRAIT
A GORETIDE general must have this command trait instead of one listed in Command Traits section.

Hew the Foe: The mighty swings of this fighter’s blades evoke the wrath of Khorne himself.
Add 1 to the Damage characteristic of this general’s melee weapons.

ARTEFACT OF POWER
The first GORETIDE HERO to receive a daemonic gift must be given the Thronebreaker’s Torc.

Thronebreaker’s Torc: Gifted only to one who has
personally slain a king, this daemon-possessed neckpiece throbs with protective energies.
Ignore modifiers (positive and negative) when making save rolls for attacks that target this model.

The Skullfiend Tribe

Notorious headhunters, the Skullfiend Tribe are originally from Ghur, but have carved a path of violence and bloodshed from one end of the Mortal Realms to the other. Their war cry, the dreaded skull-hunt chant, is often enough to send enemy armies fleeing in the other direction.

ABILITIES
Skull Hunters: When a worthy adversary is sighted, the savage trophy-hunting instincts of the Skullfiend Tribe go into overdrive, leading to manic violence.
You can re-roll hit rolls of 1 for attacks made by friendly SKULLFIEND TRIBE MORTAL units that are wholly within 12" of an enemy HERO.

COMMAND ABILITY
For the Brass Citadel: As beasts bred solely to reap a harvest of skulls, Khorgoraths are held in great reverence by the Skullfiend Tribe.
You can use this command ability at the start of the combat phase. If you do so, pick 1 friendly model with this command ability. Until the end of that phase, you can re-roll hit and wound rolls for attacks made by friendly SKULLFIEND TRIBE KHORGORATH units wholly within 10" of that model.

COMMAND TRAIT
A SKULLFIEND TRIBE general must have this command trait instead of one listed in Command Traits section.

Master Decapitator: Even amongst his tribesmen this warrior stands apart as a dread executioner.
You receive 2 Blood Tithe points instead of 1 when this general slays a HERO.

ARTEFACT OF POWER
The first SKULLFIEND TRIBE HERO to receive an artefact of power must be given the Crowncleaver.

Crowncleaver: Countless headless corpses litter the path cut by this hellforged blade.
Pick one of the bearer’s melee weapons. Add 2 to the Attacks characteristic of that weapon.


Hosts of Chaos

These rules can be used by units in a Blades of Khorne army that have been given the appropriate keyword (see the Hosts of Chaos).

The Flayed

The Flayed are a warrior tribe of deranged killers who exult in the ruination of their enemies and the taking of trophies from their mutilated remains. When they enter battle, their bone armour – crafted from the skeletons of those they have butchered – soon becomes drenched in crimson gore.

ABILITIES
Blood-woken Runes: When the bone armour of The Flayed is drenched in gore, Khornate runes carved into the surface blaze with power, imbuing these warriors with daemonic resilience.
At the end of the combat phase, if any enemy HEROES or MONSTERS were slain by attacks made by a friendly FLAYED MORTAL unit in that phase, you can add 1 to save rolls for attacks that target that unit for the rest of the battle. A unit cannot benefit from this ability more than once per battle.

COMMAND ABILITY
Wrathspeaker: In battle, this warlord speaks in an ancient daemonic tongue that inspires terrible wrath.
You can use this command ability at the start of the combat phase. If you do so, pick 1 friendly FLAYED MORTAL unit wholly within 12" of a friendly FLAYED MORTAL HERO with this command ability. Add 1 to hit rolls for attacks made with melee weapons by that unit if it made a charge move in the same turn.

COMMAND TRAIT
A FLAYED general must have this command trait.

Vessel of Butchery: The mere presence of this warlord seems to draw the eye of the Blood God.
You can re-roll prayer rolls of 1 for friendly FLAYED PRIESTS wholly within 8" of this general.

ARTEFACT OF POWER
The first FLAYED HERO to receive an artefact of power must be given the Slaughterhelm.

The Slaughterhelm: This horned battle-helm has been carved from the skull of a Slaughterbrute, and it is imbued with the dead monstrosity’s insatiable bloodlust.
Add 2 to charge rolls for the bearer.

The Baleful Lords

Clad in armour of midnight black, the Bloodthirsters of the Baleful Lords pounce upon their foes, tearing them limb from limb in a frenzy of carnage. These nightmarish champions are veterans of Khorne’s endless wars in the Realm of Chaos, and they relish the opportunity to lay waste to the lands of mortals.

ABILITIES
Unbound Slaughter: Bloodthirsters of the Baleful Lords delight in the opportunity to wreak terrible carnage upon the Mortal Realms.
Friendly BALEFUL LORDS BLOODTHIRSTERS can run and still charge later in the same turn. In addition, if you are fighting a Pitched Battle, you can include 1 additional Behemoth in your army, as long as every Behemoth in your army is a BLOODTHIRSTER.

COMMAND ABILITY
Frenzied Annihilator: Lost in the throes of a murderous rage, this Bloodthirster ignores its wounds.
You can use this command ability in the combat phase. If you do so, pick 1 friendly BALEFUL LORDS BLOODTHIRSTER. Until the end of that phase, when you look up a value on that model’s damage table, that model is treated as if it has suffered 0 wounds.

COMMAND TRAIT
A BALEFUL LORDS general must have this command trait.

Thirst for Carnage: Nothing can slow this warlord when they set their sights upon slaughter.
Add 1 to charge rolls for friendly BALEFUL LORDS BLOODTHIRSTERS within 8" of this general.

ARTEFACT OF POWER
The first BALEFUL LORDS HERO to receive an artefact of power must be given the Black Brass Crown.

Black Brass Crown: Fashioned from a sliver of the Blood God’s own armour, this spiked crown is granted only to daemonic warlords that have won a great many victories for Khorne on the battlefields of the Realm of Chaos.
Add 1 to save rolls for attacks that target the bearer.


Battleplans

Battleplan

A Feast of Skulls

Revelling in their latest massacre, a Khornate force has set up camp around a Skull Altar and set alight two great piles of corpses as sacrificial pyres nearby. In the glare of these grisly bonfires the Blood God’s servants feast and laugh, promising their master that the skulls of great champions will soon be added to the flames. Their chance comes without delay – sighting the smoke plumes, a force of vengeful survivors has surrounded the camp and launches an attack. They aim to wipe the threat of Chaos from the land, and give proper burial to their deceased comrades. The avengers strike quickly, hoping to rout the Blood God’s force by despatching its commanders. But for Khorne’s followers, who exist only to slay, the ambush is welcomed as nothing more than an extension of their feasting.

THE ARMIES
Each player picks an army as described in the core rules. One player is the Blades of Khorne player, and their opponent is the Avenger player. The Blades of Khorne player must use a Blades of Khorne army.

Each army has a unique command ability, as follows.

BLADES OF KHORNE COMMAND ABILITY
Burning Hatred: So great is Khorne’s revulsion at martial failure that his rage manifests as lashing flame, striking out from the corpse-fires to punish those he deems weaklings.
You can use this command ability at the end of the combat phase. If you do so, pick 1 enemy unit within 8" of a friendly KHORNE HERO and within 8" of a Sacrificial Pyre. If that unit had any wounds allocated to it in that phase that were not negated, roll a dice. On a 3+ that unit suffers D3 mortal wounds.

AVENGER COMMAND ABILITY
Honour Their Name: At the sight of their fallen comrades heaped in smoking mounds, the dogged spirit of the avenging force becomes their surest armour.
You can use this command ability at the start of the hero phase. If you do so, pick 1 friendly unit wholly within 12" of a friendly HERO. Until your next hero phase, add 1 to save rolls for attacks that target that unit if it is within 12" of a Sacrificial Pyre.

THE BATTLEFIELD
The Blades of Khorne player sets up any terrain as they see fit. Place a Skull Altar ) in the centre of the battlefield. Then, place 2 markers (  ) halfway between the Avenger’s deployment zones, with each 12" away from the Skull Altar, as shown on the map below. These two markers represent Sacrificial Pyres.

SET-UP
The Blades of Khorne player sets up their army first, wholly within their own territory. The Avenger player then sets up their army wholly within their territory, more than 12" from any enemy units.

FIRST TURN
The Avenger player takes the first turn in the first battle round.

CONSUMED BY RAGE
Regardless of their training or fighting style, all succumb to the intoxicating rage that emanates from this freshly blooded Skull Altar.
You can re-roll hit rolls of 1 for attacks made by units wholly within 12" of the Skull Altar.

GLORIOUS VICTORY
At the end of the battle, players receive 1 victory point for each enemy HERO slain during the battle. In addition, at the end of the battle, players score 2 victory points if any HEROES from their army are within 6" of a Sacrificial Pyre and there are no enemy Heroes within 6" of that Sacrificial Pyre, and 3 victory points if any Heroes from their army are within 3" of the Skull Altar and there are no enemy HEROES within 3" of the Skull Altar. The player with the most victory points wins a major victory. If there is a tie, the Blades of Khorne player wins a minor victory.


Battleplan

The Bloodstorm

After ravaging surrounding territories, a Khorne slaughterhost has reached the walls of a fortified settlement and hungers for the skulls of those who garrison it. To force the hand of the defenders, a fearsome Skull Altar is erected at the gates of the stronghold and piled high with the corpses of the recently slain. Such is the arrogance and savagery of this display that Khorne forms a mighty Bloodstorm above the altar, blackening the sky and staining the earth with bloody rain. Left unchecked, the storm will swell to engulf the whole stronghold, belching forth brass skull meteors and daemonic horrors to seal the defenders’ fate. Their only hope is to leave the safety of their walls and destroy the foul altar fuelling the storm – a move eagerly awaited by the frenzied followers of the Lord of Battle.

THE ARMIES
Each player picks an army as described in the core rules. One player is the Blades of Khorne player, and their opponent is the Defender player. The Blades of Khorne player must use a Blades of Khorne army.

Each army has a unique command ability, as follows.

BLADES OF KHORNE COMMAND ABILITY
Blood For Blood: Sealing dark pacts with their master in their own blood, Khorne’s followers surge towards the foe with fresh ferocity.
You can use this command ability at the start of the combat phase. If you do so, pick 1 friendly KHORNE unit wholly within 6" of the Skull Altar. That unit suffers D3 mortal wounds. In addition, until the end of that phase, you can re-roll wound rolls of 1 for attacks made by friendly KHORNE units wholly within 16" of the Skull Altar.

DEFENDER COMMAND ABILITY
Valour Undimmed: Their spirits undiminished by the violent storm above, the defenders valiantly strike out at the Blood God’s forces.
You can use this command ability at the start of the combat phase. If you do so, pick 1 friendly unit wholly within 12" of a friendly HERO. That unit fights at the start of the combat phase, before the players pick any other units to fight in that combat phase.

THE BATTLEFIELD
The Blades of Khorne player sets up any terrain as they see fit. Place a Skull Altar ) in the centre of the battlefield, as shown on the map below.

SET-UP
The players alternate setting up units one at a time, starting with the Blades of Khorne player. Khorne units must be set up wholly within their territory. Defender units must be set up wholly within their territory.

Continue to set up units until both players have set up their armies. If one player finishes first, the opposing player can set up the rest of the units in their army, one after another.

FIRST TURN
The Blades of Khorne player takes the first turn in the first battle round.

THE STORM SWELLS
An ever-expanding maelstrom of crimson clouds swirls above the Skull Altar, filling the air with a steaming blood-rain that knocks missile weapons off course. All those caught in the deluge are filled with the battle-lust of Khorne, and cowardice flees from their hearts.
Do not take battleshock tests for units wholly within Bloodstorm Range of the Skull Altar, as explained and shown below. In addition, you can re-roll save rolls for attacks with missile weapons that target a unit wholly within Bloodstorm Range of the Skull Altar.

The range of the effects above increase with each battle round, shown as the Bloodstorm Range in the following table.
Battle RoundBloodstorm Range
First8"
Second10"
Third12"
Fourth14"
Fifth16"

DESTROY THE ALTAR
Sallying forth from their stronghold in a desperate bid to quell the storm’s spread, the defenders channel all their strength into the destruction of the Skull Altar, recognising it to be the source of the nightmarish events unfolding around them.
The Blades of Khorne player’s Skull Altar is treated as an enemy unit by the Defender’s army. Resolve any attacks against it as normal. Missile weapons with a Range characteristic of more than 16" are treated as having a Range of 16" for attacks that target the Skull Altar. The Skull Altar does not have a Save characteristic, and has a Wounds characteristic of 20. If the wounds allocated to that Skull Altar equal 20, it is said to be destroyed and the battle immediately ends.

GLORIOUS VICTORY
The Defender wins a major victory if the Skull Altar is destroyed. If all units in the Defender’s army are destroyed, the Blades of Khorne player wins a major victory. If neither player has won by the end of the fifth battle round, the Blades of Khorne player wins a minor victory.



Path to Glory

Path to Glory campaigns centre around collecting and fighting battles with a warband in the Age of Sigmar. Champions fight each other and gather followers to join them in their quest for glory, taking advantage of this age of unending battle to win glory and renown.

In order to play Path to Glory campaigns you have to follow rules described here.

These Path to Glory campaign rules are not compatible with the latest version of the Path to Glory rules from the Core Book. You can still use them to run a ‘classic’ Path to Glory campaign, or you can use the rules from the Core Book to run a ‘modern’ Path to Glory campaign.

Blades of Khorne Warband Tables

Use the following tables to determine the champion that leads your warband, the followers that make up the units which fight at their side, and the rewards they can receive after battle.

Followers Rewards Table

D6REWARD
1

Sworn Disciples

Filled with bloody fervour, these fighters drive their blades deep.

Once per battle, at the start of the combat phase, this unit can prove its devotion to your champion. If it does so, you can re-roll wound rolls for attacks made by that unit until the end of the phase.

2

Eager for Battle

Like starved dogs this warband leap in for the kill.

You can re-roll charge rolls for this unit.

3

Surging Ferocity

Bloodlust quickens these fighters’ advance.

Once per battle, at the start of your hero phase, this unit can make a normal move.

4

Battle Fury

When their rage reaches its peak, these warriors are all but unstoppable.

Once per battle, at the start of the combat phase, add 1 to hit rolls made for attacks by this unit until the end of the phase.

5

Too Angry to Die

Flesh wounds serve only to stoke these fighters’ ire.

Roll a dice each time you allocate a wound or mortal wound to this unit. On a 6 that wound or mortal wound is negated.

6

Twice-blessed Followers

Khorne smiles upon his worthiest skull-takers.

Roll twice on this table and apply both results. Re-roll any duplicates or further rolls of 6.


Champion Rewards Table

2D6REWARD
2

What the Gods Give…

This champion has offended mighty Khorne, and is punished accordingly.

You lose D3 Glory Points (to a minimum of 0). In addition, remove all Champion Rewards this champion has previously gained from your warband roster.

3

Insane Fury

Blinded by rage, this champion risks everything for bloodshed.

At the start of your hero phase, roll a dice. On a 1, this champion cannot move, attack, or use any abilities until your next hero phase. On a 4+ you can re-roll hit and wound rolls of 1 for attacks made by this champion until the start of your next hero phase.

4

Molten Blood

Jets of fiery blood leap vengefully from this champion’s wounds.

Roll a dice each time a wound inflicted by a melee weapon is allocated to this champion and not negated. On a 6 the attacking unit suffers 1 mortal wound.

5

Mighty Blow

The preternatural bite of this blade can sunder even the toughest armour.

Pick 1 of this champion’s melee weapons. Improve the Rend characteristic of that weapon by 1.

6

Patronage of Khorne (Lesser Reward)

Every boon of the Blood God is a prize worth killing for.

Generate a Lesser Reward of Khorne for this champion (see opposite).

7

Patronage of Khorne (Greater Reward)

Khorne asks for blood, and those who deliver it are richly rewarded.

Generate a Greater Reward of Khorne for this champion (see opposite).

8

Patronage of Khorne (Exalted Reward)

This champion is a true exemplar of their master’s murderous creed.

Generate an Exalted Reward of Khorne for this champion (see opposite).

9

Blademaster

Few can match this champion’s skill at arms.

Subtract 1 from hit rolls for attacks made with melee weapons that target this champion.

10

Daemonic Armour

Grotesque faces leer from this champion’s armour, mocking their foe’s failed attacks.

You can re-roll save rolls for attacks that target this champion.

11

Ferocious Resolve

With grim determination, this champion fights on where lesser fighters would fall.

Roll a dice each time you allocate a wound or mortal wound to this champion. On a 6 that wound or mortal wound is negated.

12

Twice-blessed Champion

This champion is a born killer, made mightier still by Khorne’s gifts.

Roll twice on this table and apply both results. Re-roll any duplicates, rolls of 2 or further rolls of 12.



Patronage of Khorne Rewards

If you roll a Patronage of Khorne result on the champion rewards table, generate a reward from the appropriate table below.

Lesser Rewards of Khorne Table

D3REWARD
1

Collar of Khorne

Spells gutter like weak candles when these brazen artefacts are near.

This champion can attempt to unbind one spell in the enemy hero phase as if it were a WIZARD.

2

Killer Instinct

Few of this warrior’s ferocious blows miss their mark.

You can re-roll hit rolls of 1 for attacks made by this champion.

3

Murderous Skill

Bones splinter beneath the force of this champion’s strikes.

You can re-roll wound rolls of 1 for attacks made by this champion.


Greater Rewards of Khorne Table

D3REWARD
1

Whirlwind of Death

This champion fights with such frenzied aggression that a killing blow can land at any moment.

If the unmodified hit roll for an attack made with one of this champion’s melee weapons is 6, double the Damage characteristic of that weapon for that attack.

2

Berserk Charge

The fires of wrath rage most fiercely when combat first begins.

You can re-roll hit rolls for attacks made by this champion if they have made a charge move in the same turn.

3

Fuelled by Blood

Bathed in gore, this champion bellows with newfound strength.

At the end of the combat phase, if any enemy models were slain by this champion’s attacks in that combat phase, you can heal up to D3 wounds allocated to this champion.


Exalted Rewards of Khorne Table

D3REWARD
1

Wrathful Aura

The unholy rage emanating from this champion overrides all sense of self-preservation.

Do not take battleshock tests for friendly units while they are wholly within 12" of this champion.

2

Gift of Immortal Strength

The crushing power of this champion’s attacks is terrifying to behold.

Add 1 to the Damage characteristic of this champion’s melee weapons.

3

Boon of Blood

Khorne furthers the killing sprees of those he deems worthy.

Once per battle, at the start of your hero phase, you receive 1 Blood Tithe point.


Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
19.1.2 Unbinding Spells
If a spell is successfully cast, your opponent can pick 1 of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. In order to attempt to unbind a spell, first say which WIZARD will attempt to unbind it. Then make an unbinding roll by rolling 2D6. If the unbinding roll is greater than the roll used to cast the spell, then the spell is unbound and its effects are not applied. The number of spells a WIZARD can attempt to unbind is noted on their warscroll. Only 1 unbinding attempt can be made for each spell.
8.1 Normal Move
When you pick a unit to make a normal move, you can move each model in that unit a distance in inches equal to or less than the Move characteristic shown on the unit’s warscroll. Units cannot move within 3" of enemy units when making a normal move.
11.1 Charge Moves
When you attempt a charge with a unit, make a charge roll for the unit by rolling 2D6. You can then make a charge move with each model in that unit by moving the model a distance in inches that is equal to or less than the charge roll. The first model you move in a unit attempting a charge must finish the move within 1/2" of an enemy unit. If this is impossible, no models in the unit can make a charge move.

You do not have to pick a target for a charge attempt before making the charge roll.
12.2 Pile In
You can move a model making a pile-in move up to 3". When you make a pile-in move with a model, it must finish the move no further from the nearest enemy unit than it was at the start of the move.
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).
14.5 Mortal Wounds
Some attacks, spells and abilities cause mortal wounds. Do not make hit, wound or save rolls for mortal wounds. Instead, the damage inflicted on the target is equal to the number of mortal wounds that were caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.
14.4 Healing Wounds
Some abilities allow you to heal wounds that have been allocated to a model. For each wound that is healed, reduce the number of wounds allocated to the model by 1, to a minimum of 0. You cannot heal wounds on a model that is slain.
Wound Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, the attack wounds the target and your opponent must make a save roll. If not, the attack fails and the attack sequence ends. An unmodified wound roll of 1 always fails and an unmodified wound roll of 6 always wounds. A wound roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

The KHORNE and DAEMON keywords are used in the following Blades of Khorne warscrolls:

The KHORNE, DAEMON and HERO keywords are used in the following Blades of Khorne warscrolls:

None
• Karanak
Leader
Leader, Behemoth
Behemoth

The KHORNE and GREATER DAEMON keywords are used in the following Blades of Khorne warscrolls:

Leader, Behemoth

The KHORNE, MORTAL and HERO keywords are used in the following Blades of Khorne warscrolls:

Leader
Leader, Behemoth
14.1 Allocating Wounds
Wounds are allocated to the models in a unit 1 wound at a time. You can allocate the wounds caused to your units as you see fit. However, once you have allocated a wound to a model, you cannot allocate wounds to other models in the unit until that model is slain (see 14.2). If a unit is destroyed, all wounds that remain to be allocated to the unit are negated and have no effect.
15.1 Battleshock Tests
You must make a battleshock roll for each friendly unit that has to take a battleshock test. To make a battleshock roll, roll a dice and add the number of models in the unit that were slain in that turn to the roll. If the battleshock roll is greater than the unit’s Bravery characteristic, the battleshock test has been failed. If the test is failed, for each point by which the battleshock roll exceeds the unit’s Bravery characteristic, 1 model in that unit must flee. You decide which models flee. A model that flees is removed from play.

If a slain model is returned to its unit in the same turn that it is slain, it still counts as having been slain in that battle round for the purposes of battleshock tests.
19.3.2 Dispelling Endless Spells
At the start of the hero phase, each player can attempt to dispel 1 endless spell with each friendly WIZARD and friendly PRIEST. The player whose turn is taking place makes all of their dispelling attempts first. If a WIZARD attempts to dispel an endless spell, they can attempt to cast or unbind 1 fewer spell in that hero phase. If a PRIEST attempts to dispel an endless spell, they can chant 1 fewer prayer in that hero phase. The same player cannot attempt to dispel the same endless spell more than once per phase.

To attempt to dispel an endless spell, pick 1 endless spell that is within 30" of a friendly WIZARD or friendly PRIEST and that is visible to them. Then make a dispelling roll by rolling 2D6. If the roll is greater than the casting value of that endless spell, it is dispelled and removed from play. An endless spell cannot be summoned again in the turn that it is removed from play.
Save Roll
Your opponent rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. If the roll equals or beats the target unit’s Save characteristic, the target is saved and the attack sequence ends. If not, the attack is successful and you must determine the damage that is inflicted on the target. An unmodified save roll of 1 always fails. A save roll cannot be modified by more than +1 (this is an exception to the principle that abilities take precedence over core rules).

Designer’s Note: Save rolls do not always succeed on an unmodified roll of 6, and they can be modified by more than -1.

The BLOODBOUND, HERO and TOTEM keywords are used in the following Blades of Khorne warscrolls:

Leader
8.3 Run
When you pick a unit to run, you must make a run roll for the unit by rolling a dice. Add the run roll to the Move characteristic of all models in the unit until the end of that phase. You can then move each model in that unit a distance in inches equal to or less than their modified Move characteristic. No part of a run can be within 3" of an enemy unit. You cannot shoot or attempt a charge later in the turn with a unit that has run.
6.1 Using Command Abilities
To use a command ability, you must spend 1 command point, pick 1 friendly model to issue the command, and pick 1 friendly unit to receive the command. Unless noted otherwise, the models that can issue commands and the units they can issue them to are as follows:
  • Unit champions can issue commands to their own unit (see 22.3.2).
  • HEROES can issue commands to units that are wholly within 12" of them.
  • Generals can issue commands to units that are wholly within 18" of them.
  • TOTEMS can issue commands to units that are wholly within 18" of them.
Each command ability will say when it can be used and what effect it has on the unit that receives it. A model cannot issue more than 1 command in the same phase and a unit cannot receive more than 1 command in the same phase. In addition, you cannot use the same command ability more than once in the same phase (even for different units).
20.1 Chanting Prayers
In your hero phase, you can chant prayers with friendly PRIESTS. You cannot chant the same prayer more than once in the same hero phase, even with a different PRIEST. In order to chant a prayer, pick a friendly PRIEST, say which of the prayers that they know will be chanted, and then make a chanting roll by rolling a dice. If the chanting roll is equal to or greater than the answer value of the prayer, the prayer is answered.
27.3.2 Command Traits
Each time you take a command trait enhancement, you can pick 1 command trait and give it to your general. You can never pick more than 1 command trait for your army, and command traits can only be given to a general that is a HERO.

The GORETIDE and BLOODREAVERS keywords are used in the following Blades of Khorne warscrolls:

None
Battleline

The GORETIDE and BLOOD WARRIORS keywords are used in the following Blades of Khorne warscrolls:

None
Battleline

The SKULLFIEND TRIBE and KHORGORATH keywords are used in the following Blades of Khorne warscrolls:

None

The FLAYED, MORTAL and HERO keywords are used in the following Blades of Khorne warscrolls:

Leader
Leader, Behemoth

The FLAYED and PRIEST keywords are used in the following Blades of Khorne warscrolls:

Leader
27.3.3 Artefacts of Power
Each time you take an artefact of power enhancement, you can pick 1 artefact of power and give it to a HERO in your army. A HERO cannot have more than 1 artefact of power. An army cannot include duplicates of the same artefact of power.

Most rules for artefacts of power refer to the bearer. The bearer is the model to which an artefact of power has been given (see section 27.5.2 for some examples).

The BALEFUL LORDS and BLOODTHIRSTER keywords are used in the following Blades of Khorne warscrolls:

Leader, Behemoth
13.1.1 Shooting Attacks
When a friendly unit shoots, you can make shooting attacks with any of the missile weapons the models in the unit are armed with that they are allowed to use (including missile weapons used by mounts).

The target of a shooting attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack. The range must be measured to the closest visible model in the target unit (if you are unsure whether a model is visible, stoop down and take a look from behind the shooting model). Models can see through other models in their unit.

Some missile weapons have a Range characteristic with a minimum range (e.g. 6"-48"). Units wholly within the minimum range cannot be targeted with these weapons.
Army List
Warscrolls collated
© Vyacheslav Maltsev 2013-2021